Skill Checks
During missions, and sometimes between, fighters will be required to perform skill checks to see if they succeed in their endeavors or not. Skill checks can be but not limited to shooting a weapon, attempt to vault a barrier, operating a computer terminal, attempting to provided first aid, etc. To perform a skill check, you determine which characteristic is being tested and roll 2D6. If your result is less than or equal to your characteristic value, then the test is passed! The rules will inform you what characteristic to use when testing. Results of double 1s always pass, while results of double 6s always fails.
For example, shooting an enemy with a firearm tests against your Ballistic Skill. A fighter with Bs.8 would need to roll eight or less in order to land their shot.
Contested Checks
Sometimes a fighter will have their skill check be contested by an enemy. These could be weapon duels, arm wrestling, or a battle of minds. In these situations fighters will make a contested skill check against each other using the same characteristic. Both sides will roll 2D6 and add their characteristic value to the result. The side with the highest total wins the contest. If the result of a contested check is tied, then both sides loose.
For example, a ganger with Ws.5 is forced into a duel with an inquisitor with Ws.9. Melee duels test the Weapon Skill Characteristic, so both roll 2D6 and add their value to the result. The gager gets the result of 9 for a total of 14. The inquisitor gets teh result of 8 for a total of 17. The inquisitor wins the duel by three!
Modifiers (+/-)
Fighters will sometimes get modifiers to their skill checks based on the situations they find themselves in. Positive modifiers (+) make the skill check that much easier to pass the check, while negative modifiers (-) do the opposite. If a fighter needs to roll 7 or less to pass a skill check and they have +2 modifier to the skill check, then they’d pass on a 9 or less. Keep in mind, this modifies what you need in order to pass, not the roll itself.
In a contested skill check, modifiers change the total rolled after adding your value to it. Fighters can get multiple modifiers at the same time. The resulting modifier is figured out by adding them together. For example, if a fighter has -2 and +3 on a skill check, then they’d only have +1 instead.
Advantage and Disadvantage (+adv/-dis)
Fighters can also gain +adv or -dis based on the circumstances they find themselves in. If a fighter has +adv on a skill check, they roll and extra D6 on the roll. After looking at the result of the roll, you remove one die from the result. Disadvantage works very similarly. The controlling player rolls another D6, but their opponent removes a die instead. If a fighter has both +adv and -dis, the controlling player removes a die first and then the opponent. Fighters cannot get multiple levels of +adv or -dis on the same check.
For example, if a fighter has +adv on a skill check. They need to get 10 or less to pass. The controlling player rolls 3d6 and get the results of 5, 6, and 3. The controlling player removes the 6 from the pool, getting a result of 8; passing the check.
Multiple Skill Checks
Sometimes a fighter will be called to make multiple skill checks within the same action. An example of this could be shooting a firearm that fires three shots every time the trigger is pulled. In these instances, the characteristics, modifiers, and target value to pass the check are the same for all the checks. Now, you can make these rolls on at a time if you’re still new to the game. However, this process can be sped up by rolling multiple checks all at the same time by rolling three different set of colored dice. You’d then group the result of individual dice together of the same color.
In the example of firing three shots, the controlling fighter could roll 6D6 to for all three check with two dice being red, two dice, two dice being blue, and two dice being white. If the fighter needs seven or less to pass they’d get the following results:
BLUE: 2 + 5 = 7 PASS!
RED: 1 + 5 = 6 PASS!
WHITE: 4 + 6 = 10 FAIL!
So the fighter land two shots and miss one.